2016 - 04 April Game Informer

download 2016 - 04 April Game Informer

of 100

Transcript of 2016 - 04 April Game Informer

  • 8/18/2019 2016 - 04 April Game Informer

    1/100

     THE WORLD’S #1 VIDEO GAME MAGAZINE

    A NEW BEGINNING BRINGS SUSPENSE BACK TO THE BELOVED SERIES

  • 8/18/2019 2016 - 04 April Game Informer

    2/100© 2016 SQUARE ENIX CO., LTD. All rights reserved. Nintendo 3DS is a trademark of Nintendo. © 2016 Nintendo.

  • 8/18/2019 2016 - 04 April Game Informer

    3/100

    Fantasy Violence

    Mild Suggestive Themes

    Mild Blood

    Use of Alcohol

    DARE TO RISK

    EVERYTHING IN

    BATTLE AGAINEmbark on an all-new journey to save

    Agnès Oblige in Bravely Second: End Layer,the next evolution of turn-based RPGs.

    On the eve of peace, the world is plunged into war.Courageous leader Agnès Oblige has been imprisoneby mysterious invading forces led by Kaiser OblivionAccompanied by returning heroes and newly forgedallies, it’s up to Yew, a knight in her service, to save he

    Put It All on the Line: The innovative Brave and Default

    battle system is back, and now you can risk it all in

    consecutive battles. Gain greater rewards and experience

    or fail and lose everything earned along the way.

    Delve Into the World of Luxendarc: Explore all-new,

    massive, layered cities, discover sprawling dungeons

    lled with traps for the unwary and encounter new

    enemies from a different world.

    Build Your Team: Select from 18 returning jobs and

    12 new ones such as the catmancer, charioteer and

    fencer. Mix and match abilities and secondary job

    commands to take down tough enemies and bosses. Game and SystemSold Separately

    Download the Demo TodayExperience a new adventure unique from the game. Carry

    rewards over to the full version of the game earned in the demo.

    AVAILABLE

    04.15.16

    bravelysecond.nintendo.com

  • 8/18/2019 2016 - 04 April Game Informer

    4/100

    PRE-OWNED GAMES

    AND ACCESSORIES

    Looking to get more for your trades?

    Pro members get 10% extra trade

    credit when they sell us their games

    and accessories.

    OF GAME INFORMER

    MAGAZINE

  • 8/18/2019 2016 - 04 April Game Informer

    5/100

    PowerUp Rewards Pro members can access these offers in

    the GameStop App or by logging into PowerUpRewards.com.

    See it first in your monthly eSummary

    Offer valid 3/21/16 - 3/27/16.

    Valid for Pro Members only. Not valid with any other offer. See associate for details. No dealers. Offer valid in the United States and Guamonly. Void where prohibited. GameStop, Inc. reserves the right to cancel, terminate, modify or suspend the offer for any reason without notice.

    when trading any PlayStation Vita,

    Wii U, or the New 3DS system

    when trading any Xbox Oneor PlayStation 4 system

    Offer valid 3/21/16 - 3/27/16.

    Valid for Pro Members only. Not valid with any other offer. See associate for details. No dealers. Offer valid in the United States and Guamonly. Void where prohibited. GameStop, Inc. reserves the right to cancel, terminate, modify or suspend the offer for any reason without notice.

  • 8/18/2019 2016 - 04 April Game Informer

    6/100

     A GloriousSaturday 

     It’s early; the sun is still breaking

    through the morning fog. The house is

    filled with the smell of freshly roasted

    coffee, and my dog gently throws a ball

    repeatedly at my feet.

    We already played, but Barnaby rarely

    gives up on the game. He has a lot incommon with me, as I’ve already turned

    on my PC and fired up Darkest Dungeon.

    My most recent addiction, well scratch

    that…I’ve always hated the word addic-

    tion when it comes to games. I prefer to

    say that I’m just extremely dedicated. It

    puts my love of games in a better light.

    Right now, I’m “dedicated” to Darkest

    Dungeon in the morning. Nothing quite

    like waking up to a dungeon crawl where

    most of my party is likely doomed to a

    gruesome death or some other malady.

    Like most people, I find that games are

    a part of my day-to-day. After running

    some errands to get life things done, Idecide my afternoon needs to be dedi-

    cated (there’s that word again) to finish-

    ing Firewatch. All my friends are talking

    about it.

    “OMG, the ending is the worst,” is

    heard repeatedly, but other friends prom-

    ise me the journey is worth it despite its

    flaws. I travel the forest as Henry, and

    while I have some minor issues, I regret

    nothing. Firewatch is a great game.

     After dinner with the family, and more

    time throwing that ball for the dog, I fire

    up my PlayStation and find myself bathed

    in the light of Destiny. It’s my current

    comfort food. I’m overly dedicated to it.Sure, the game ran out of content long

    ago, but I’m a creature of habit. I love

    what I love.

    Games today are such amazing things.

     As a kid, I plowed through them like it

    was a race. Could I defeat every game

    that ever came out on the Nintendo

    Entertainment System? I sure tried, and

    it was glorious. These days, I tend to go

    less for how many things can I knock out

    as quickly as I can, and more with a “how

    many games can I savor?” approach.

    It’s late. Time for bed. I fade out of con-

    sciousness thinking that tomorrow I might

    play XCOM 2 or Far Cry Primal to see if Ishould dedicate more time to them. My

    dog licks my face. He probably wants to

    play too.

    Games are an important part of our

    lives (and my dog’s apparently). Make

    sure you take the time to sit back and

    enjoy them.

    Enjoy the issue.

    Cheers,

    Gears Of War 4 After its reveal at E3, we were left with morequestions than answers about the next entry

    in the Gears of War series. In our exclusive look we answermany of those questions to see how the series is mak-ing a return to its suspenseful roots, and find out wherethe game takes place on the Gears timeline. We also learnmore about its new protagonist, JD, and his two partners.

    38

    4

       v    i   s    i   t   g   a   m   e    i   n    f   o   r   m   e   r .   c   o   m   d   a    i   l   y    f   o   r   t   h   e   l   a   t   e   s   t   a   n   d

       g   r   e   a   t   e   s   t ,   a

       n   d    f   o   l   l   o   w    @   g   a   m   e    i   n    f   o   r   m   e   r   o   n   T   w    i   t   t   e   r

    Read my column or

    comment on this letter at

    gameinformer.com/mag

    or follow @GI_AndyMc 

     ANDY McNAMARA

    EDITOR-IN-CHIEF

    [email protected]

  • 8/18/2019 2016 - 04 April Game Informer

    7/100

  • 8/18/2019 2016 - 04 April Game Informer

    8/100

    82Far Cry PrimalHow does the

    Far Cry series fare withoutguns? Find out here.

    71Teenage MutantNinja Turtles

    Bayonetta’s creators bringtheir action expertise to theTestudinata ninjas.

    83Street Fighter VWe weigh in on the

    newest entry in the popularfighting series.

    91Fire Emblem FatesWe have our

    reviews of both versions ofthe new Fire Emblem.

    90XCOM 2Firaxis’ brutal, but

    undeniably entertainingalien-invasion sim returns.

    88The FlameIn The Flood

    Former BioShock develop-ers banded together forsomething very different.

    64Star Fox ZeroWe played the new

    Star Fox for Wii U, andspoke to Shigeru Miyamoto

    about it.

    68AbzûJourney’s artists return with beautiful undersea exploration

    on PlayStation 4.

    94Classic: Pokémon Red & BlueWe look back at the first games in the series as Pokémon

    celebrates 20 years.

     Abzû . . . . . . . . . . . . . . . . . . . . . 68

     Ace Combat 7 . . . . . . . . . . . . . . 76

    Battleborn . . . . . . . . . . . . . . . . . 70

    Battle Chasers: Nightwar . . . . . . 52

    Blade & Soul . . . . . . . . . . . . . . . 28

    Conan Exi les . . . . . . . . . . . . . . . 72

    Crashlands. . . . . . . . . . . . . . . . . 92

    Far Cry P rimal . . . . . . . . . . . . . . .82

    Final Fantasy XV . . . . . . . . . . . . 78

    Fire Emblem Fat es . . . . . . . . . . .91

    Firewa tch . . . . . . . . . . . . . . . . . 85

    Flame In The Flood, The . . . . . . 88

    Gears of War 4 . . . . . . . . . . . . . .38

    Heroes of the Storm . . . . . . . . . 73

    Hex: Shards of Fate . . . . . . . . . . 89

    Homefront: The Revolution . . . . 66

    Homeworld:

    Deserts of Kharak . . . . . . . . . . 92

    Indivisible . . . . . . . . . . . . . . . . . 29

    Klaus . . . . . . . . . . . . . . . . . . . . . 92

    Layers of Fear . . . . . . . . . . . . . . 92

    Lego Marvel’s Avengers . . . . . . 84

    MLB The Show 16 . . . . . . . . . . . 74

    New Hot Shots Golf . . . . . . . . . . 75

    Plants vs. Zombies:

    Garden Warfare 2 . . . . . . . . . . 88

    Pokémon Red & Blue . . . . . . . . . 94

    Pony Island . . . . . . . . . . . . . . . . 92

    Project X Zone 2 . . . . . . . . . . . . 92

    Star Fox Zero . . . . . . . . . . . . . . . 64

    Street Fighter V . . . . . . . . . . . . . 83

    Tales of Berseria . . . . . . . . . . . . 79

    Teenage Mutant Ninja Turtles:

    Mutants in Manhattan . . . . . . . 71

    Unravel . . . . . . . . . . . . . . . . . . . 87

    Walking Dead:

    Michonne, The. . . . . . . . . . . . . 92

    Warhammer 40,000:

    Eternal Crusade. . . . . . . . . . . . 77

    Westport Independent, The . . . . 92

    Witness, The . . . . . . . . . . . . . . . 24

    XCOM 2 . . . . . . . . . . . . . . . . . . . 90

     52Battle Chasers: NightwarDarksiders creator Joe Madureira is returning to his comic

    book roots with a continuation of his unfinished Battle Chasersseries in the form of a turn-based RPG.

    6 contents

    games index 

  • 8/18/2019 2016 - 04 April Game Informer

    9/100

     ©2  0 1  6 .Wm.Wr i   gl   e y  J r . C  om p an y .

    J ui  cy F r ui  t  and al  l  af  fi l  i  at  ed d es i  gns ar et  r ad e

    mar k s of  Wm.Wr i  gl  ey J r .C ompany or i  t  s af  fi l  i  at  es .

    A Sweet Piece of Fun.

  • 8/18/2019 2016 - 04 April Game Informer

    10/100

    Contact Us

    [email protected]

     Agree To DisagreeI just read your Top 50 Games of2015 feature (issue 274) and thoughtit was great. I always enjoy the issuethat comes after the Top 50, whichincludes all the letters about howbiased you are and how certain com-panies are paying you to represent

    them. These people seem to forgetour hobby is subjective. Just becauseyou like a game and I don’t doesn’tmean that one of us is corrupt orincompetent; it’s just a difference inopinion. Honestly, that’s what thismagazine is here to do – give us opin-ions on games so that we can makeeducated purchasing decisions.We all have different views, and weshould use them to have an open dis-cussion on why we like certain gamesor why we don’t. But please keepprinting the hate mail as it providesgreat entertainment when sitting on

    my throne. BryanSan Antonio, TX

    When you state it that eloquently,

    Bryan, getting angry over whose

    favorite games are “better”

     just seems downright foolish.

    Nevertheless, choosing our list

    of winners was no easy task, and

    incited a week of arguments in

    the G.I. office. We can’t blame

    readers for disagreeing with our

    opinions, but we can publish the

    most cantankerous replies for your

    personal amusement.

     …Or NotYou guys are so far up your ownbutts for snubbing Rainbow Six Siegeon the Top 50. Let’s put Assassin’sCreed and Call of Duty in there forthe millionth time instead! Seriously,Siege is an incredibly unique, refresh-ing, and challenging shooter, but it

    gets no love. It’s easy to play, buthard to master, and the challengeand strategy are what offer content.It never gets old; the game is easilyworth $60.

    Tony W.

     via email

     Andy, Miller, and Wade are idiots forchoosing Destiny: The Taken Kingas their GOTY. A few staff mem-bers chose games like Bloodborne,Fallout 4, and Batman: Arkham Knight,which I can actually respect becausethose are pretty good games – they

    aren’t just repackaged with new con-tent that should have been includedin the initial release in 2014! Overall,you guys got it right. The Witcher 3was hands-down game of the year;

    I read an article that stated it had closeto 130 GOTY awards, and Fallout 4 wassecond with like 26. I mean, it’s not evenclose. I played a lot of good games thisyear, but The Witcher 3 is one of thebest I have ever played. Destiny is notan all-time great game; it’s a good time-waster, but it has no real staying power

    or substance. I am not usually one toinsult someone for their opinion, but inthis case I have no choice.

    Daniel Lindsey

     via email

     Actually, you do have a choice, Daniel.

    We don’t know how someone can

    be “wrong” about what their favorite

    game of the year is, but the number

    of awards a title wins shouldn’t have

    any effect on your enjoyment of it,

    and it certainly doesn’t factor into

    whether a game makes our list or not.

     As for Rainbow Six, the thrill of Siege’scombat got some love in our Top 10

    Moments list, even if the shallow cus-

    tomization and dearth of content (nar-

    rowly) kept it from making the Top 50.

    Our Top 50 list received the appropriate amount of praise and

    gripes this month, and other readers discuss Nintendo’s nextconsole and what to do about broadband data caps.

    8

          f     e

         e      d      b     a

         c      k

  • 8/18/2019 2016 - 04 April Game Informer

    11/100

     Primal InstinctI’ve been addicted to the Far Cry fran-

    chise since day one. Far Cry 4 was not

    flawless, but still amazing to me. After

    reading the Far Cry Primal preview in

    issue 274, I’m let down by the new take

    on the franchise. Going to the caveman

    era seems pointless. You tame animals

    and upgrade your bow and other melee

    weapons. What other weapons? A

    rock? What enemy outposts will you

    conquer? A cave or animal-skin tent?

    I know I shouldn’t judge a game untilI play it, but my guess is it will fail to

    compare to the other great Far Cry

    titles. Primal seems like a step back in

    a time where developers need to step

    up. I’ll still give it a try, but I’ll probably

    rent it or wait for it to hit the bargain bin.

    Hopefully I’m dead wrong – I’ll gladly

    admit so and eat my humble pie!

    Cody Valentine

     via email

     You’re not the only one to raise an

    eyebrow at Far Cry Primal’s prehis-

    toric setting, Cody. However, would

    expanding Far Cry’s already massiveopen-world setting or adding more

    guns to the series’ bloated arsenal

    qualify as stepping up? Or is taking

    the series in a completely new direc-

    tion the more ambitious venture?

    Either way, Far Cry Primal is certainly

    a gamble; you can decide for yourself

    if it paid off by reading our review on

    page 82.

    Cap ConOver the past year, Comcast has begun a “trial” data usagepolicy where you get 300 gigabytes of monthly data and haveto pay $10 for every 50 gigs thereafter. As a gamer and user

    of streaming services, this is deeply troubling to me. BothPlayStation and Xbox have robust digital stores. With gamesranging 20 to 50+ gigs per game, plus streaming services,updates, etc., it seems what Comcast is doing is prohibitive tothe consumer. I’m afraid that if this is allowed to become thenorm, other Internet providers will join suit. Is there anythingthat we as gamers can do besides initiating a complaint tothe FCC?

    Doug DuboisFlorida

    Data caps and overcharging schemes are a serious threatto net neutrality, and will only become more punitive to

    customers as data usage increases in the coming years.Other ISPs are already following in Comcast’s footsteps,but as with most corporate-driven dilemmas, advocacyis your greatest weapon. Complaining to (or switching)your ISP, contacting your federal elected officials, andlending your name to petitions all help increase aware-ness and may cause ISPs to rethink their plans. Advocacy

    groups like Stop The Cap! offer more ways to make your voice heard.

    (Left) This month we to

    a trip to Vancouver, Canto see The Coalition’s ne

    approach to Gears of Wa

    Read all about it on pag

    (Right) Andy visited

     Austin-based developer

    Certain Affinity. Back row

     Alex Chrisman, David M

    Laura Zimmermann, Ma

    Oztalay, and president

    Max Hoberman. Front ro

    Deborah Beckman, Core

    May (of AC fame), and

    Mojdeh Gharbi

      g   i   s  p  y

    PHOTOS FROM THE VIDEO GAME INDUSTRY

     Short AnswersTo Readers’BurningQuestions: 

    “Have any of you played

    God of War III?!!”

    Sure have!

    “Do you think Activision

    will ever remaster Call o

    Duty 4 for the PS4 and

    Xbox One?”

    Actually, we’re sur-

    prised they haven’t

    already.

    “The Division just looks

    like more must group

    must be social BS

    to me?”

    Huh?

     Worst

    News Tip OfThe Month:

    “For the next top ten

    you should do Top Ten

    Dogs In Gaming, it’ll be

    hit man.”

     WorstOpening LineTo A FeedbackLetter:

    “I know here’s not the

    place to talk about

    it, but I have no oneto complain about

    this issue.”

     QuestionOf The Month:

    What is your go-to game

    recommendation for new

    players, and why?

    feedback 9

  • 8/18/2019 2016 - 04 April Game Informer

    12/100

    (Left) Andy recently

    got a tour of theNational Videogame

    Museum in Frisco,

    Texas, where co-

    founder Joe Santulli

    showed him the

    world’s biggest Pong

    machine.(Right) 

    We managed to pry

    some of the fine

    folks at Giant Squid

    away from Abzû just

    long enough to take

    this pic.

    What’s NX?I found your speculation on the

    Nintendo NX to be quite interesting

    (What We Want From The Nintendo

    NX, issue 274). In addition to the

    essentials you mentioned, I’d like to

    see Nintendo put an end to region

    locking. The archaic practice does

    nothing but stop us from importing

    a few games that aren’t localized

    for us, so we don’t get to play them

    and Nintendo misses some poten-

    tial sales. Although the decision ofregion locking won’t make or break

    the NX, it would certainly be an

    easy way for Nintendo to show that

    it’s listening to fans.

    Bobby Miller

     via email

    One point in your Nintendo NX arti-

    cle made me scratch my head in

    puzzlement. It stated that Nintendo

    filed a patent for a controller

    dominated by a touchscreen, two

    analog sticks, shoulder buttons,

    built-in Wi-Fi, cross-play function-

    ality – what does that remind meof? Oh yeah, the PlayStation Vita.

     And look where it is now: The lack

    of marketing, shelf presence, and

    developer support has left it with

    one foot in the grave. Do you think

    Nintendo can make it work after

    Sony seems to have failed?

    Jeff Dabbs

     via email

    The (still theoretical) Nintendo NX

    controller certainly sounds a lot

    like Sony’s Vita, but you shouldn’t

    take the similarities as a portent

    of doom. Unlike Sony, Nintendohas a long history of successful

    and well-supported handhelds

    dating all the way back to the

    original Game Boy. While it’s still

    possible that nothing may come

    of the patent, if Nintendo could

    pair a multi-functional controller

    with a beefier home console, it

    could offer players the best of

    both worlds in a single package.

     Where Does The Time Go?In issue 274, we asked readers what game they played the

    most of in 2015. Unsurprisingly the replies highlighted many

    of the biggest and best games of the year.

    The Witcher 3: Wild Hunt, plain and simple. The quality of CD

    Projekt Red’s world engrossed me from the start. The story, charac-

    ters, writing, and quest design were all amazing and addictive.

    Sam Caloras

    I spent the most time playing Metal Gear Solid V; easily the best

    game I’ve played in a while. Aside from the addicting gameplaythat kept me coming back for more, I feel like I’m in the minority

    because I actually loved the story too – but maybe I’m biased

    since I’m a huge Metal Gear fan!

    Ahmed Abdalla

    According to Xbox Live, my most played game of 2015 was

    Destiny. I got sucked back in with each new DLC drop.

    Jordan Smith

     On Your Mind

    Top 50 Cheers/Jeers

      Most Played Games

    In 2015

      Witcher 3 Love

    Destiny Haters

      Difficulty Of

    Difficulty Kudos

    10 feedback

  • 8/18/2019 2016 - 04 April Game Informer

    13/100

    Find out more at TheRealCost.gov

    If you’re playing with

    cigarettes, you’re

    harming your teeth.

    Smoking cigarettes can cause serious

    gum disease that makes you more likely

    to lose your teeth than someone who

    doesn’t smoke.

  • 8/18/2019 2016 - 04 April Game Informer

    14/100

    WINNER

    1  Amberly NealThis art just makes us want a Shadow of Mordor

    sequel. What could Monolith be working on next…

    2  Jake Fitzgerald As far as the best blue, jawless charac- 

    ters go, Raziel is definitely in the top 10 

    3  Adam SilverSorry, guys: Luigi’s Mansion already

    proved the plumber would make a

    terrible Ghostbuster

    4  Terrance OsborneThink Destiny doesn’t have enough

    content? Follow Terrance’s lead and

    illustrate your own adventures 

    5  Ian RichardsonHere’s the American Gothic/Martian

    Gothic mash-up you never asked for 

    1

    (Left) Readers Ryan

    McLaughlin and KatieFinnell joined the GI crew

    for a special episode of

    Replay, which included a

    urprise marriage proposal.

    We’ll let you guess who the

    newly engaged couple is.

    (Right) EA’s Brad

    Hilderbrand and Brian

    Hayes dropped by this

    month to show us EA

    Sports UFC 2, and spotted

    some familiar classics in

    the vault.

    12 feedback

         g     a     l     l     e     r     y

    » Submit your art for a chance to win our monthly prize. Please include your name and return address. Entries become the property of Game Informer and cannot be returned.

    Send to: Game Informer Reader Art Contest | 724 First Street North, 3rd Floor | Minneapolis, MN 55401 or Email to: [email protected]

  • 8/18/2019 2016 - 04 April Game Informer

    15/100

  • 8/18/2019 2016 - 04 April Game Informer

    16/100

    THE  NEW DIRE

    14

    NOTABLES

    20  top tenhelicopter fights

    22  romero returns to hell

    24  afterwords:

    the witness

    28  massive: blade & soul

    30  overheard at dice

    36  opinion: the virtues

    of going into agame blind

  • 8/18/2019 2016 - 04 April Game Informer

    17/100

    or decades, Final Fantasy reigned supreme as the primary pillar of

    the RPG genre. With every console since the NES, it innovated and

    set new standards for the genre, from the cinematics of Final Fan tasy

    VII to the fully voiced cutscenes of Final Fantasy X. However, within

    the last decade, the franchise has started to fall from grace.

    Final Fantasy XIII was divisive, and was worse off for being

    drawn out over a lackluster trilogy. Final Fantasy XIV, an MMORPG,

    was such a disaster that the game had to be essentially remade

    and relaunched as A Realm Reborn. Seven years after it had been

    announced, the long-awaited Final Fantasy Versus XI II morphed

    into Final Fantasy XV. Fans lost trust, and Square’s name no longer held the same weight as

    it once did. In the meantime, Western RPGs, such as Mass Effect, The Elder Scrolls, and The Witcher were innovating the genre in unique ways while the Japanese market stagnated.

    All eyes are on Square Enix’s next move to see if Final Fantasy will once again be an RPG

    powerhouse. Two men in particular have been tasked with reviving the franchise for a new

    generation of gamers: Hajime Tabata and Naoki Yoshida. Tabata is directing Final Fantasy

    XV, and Yoshida continues to head up Final Fantasy XIV after his successful revamp with A

    Realm Reborn.

    After visiting Square Enix’s offices in Tokyo, it became even clearer how these different

    personalities are driving the brand forward.

    Meet the two

    men updating the

    franchise for a

    new generation

    of gamers

    CTION OF FINAL FANTASY 

    by Kimberley Wallace 

    connect 15

  • 8/18/2019 2016 - 04 April Game Informer

    18/100

    THE REVOLUTIONIZER

    Long before Naoki Yoshida even enters the room, I hear

    heavy footfalls from his combat boots and the jangling

    of his metal jewelry. From his chains to all-black attire,

    Yo shida has his own style. In many ways, Yoshida has al-

    ready proved himself, with fans calling him the man who

    saved Final Fantasy XIV, but he has the task of keeping the

    MMORPG afloat and entertaining for years to come.

    Yoshida is matter-of-fact and doesn’t skirt around the is-

    sues. This was evident when he went on stage at the 2014

    Game Developers Conference and candidly spoke about

    the failure of Final Fantasy XIV’s first launch. He admitted

    to all its faults, citing a server that would go down up to

    400 times per day, a lack of content and bare-bones story,

    and the team spending more resources on graphics thanthe gameplay.

    It was an eye-opening talk, where Yoshida said Square

    tapped him to fix the mess. He knew his only option was

    to rebuild the game entirely. Enter A Realm Reborn, which

    holds a Metacritic score of an 86 on PS4 and 83 on PC,

    a far cry from the initial launch score of 49. The recent first

    expansion, Heavensward, came out to much success, en-

    abling the game to maintain a subscription-based model,

    something most MMOs outside of World of Warcraftcan’t sustain.

    When I bring up the project, Yoshida flat-out refers to it as

    a failure. He believes the only way for Square Enix to come

    back from Final Fantasy XIV’s disastrous first impression is

    to be up front. “It’s easy to look away from your mistakes,

    but then you’re bound to repeat them if you don’t address

    them,” he says.

    Yoshida’s solution to Final Fantasy XIV was to “make it

    feel like a Final Fantasy game.” He addressed this in numer-

    ous ways to various callbacks such as moogles, chocobos,

    and jobs like the black and white mage. “I wanted to make

    a giant Final Fantasy theme park, and that means bringing

    anything in from the series and having something for all

    fans, all generations of the series,” he says.

    One of the things Yoshida is known for is interacting withthe players and making sure their voices are heard. While

    he admits he can’t put everything they ask for in the game,

    he’s made it a point to be open with the fans since he took

    over. This open approach has been a different tactic than

    the Square Enix of the past. The company had a reputa-

    tion for not being communicative with its fans, but Yoshida

    thinks it’s essential and has been happy with the results.

    “I like to look at it as playing catch with a player and be in

    communication that way,” he says. “They give us ideas

    and we tell them why we can implement them and why

    we can’t.”

    To keep up with the changing times, Yoshida has spent

    his time thinking of ways to make an MMORPG for this

    generation of gamers, who don’t have a lot of time on their

    hands. He says the slow grinds of EverQuest and Ultimaaren’t feasible in this landscape. “One of the best things

    about our game is that even if you’re a very busy person

    you can play this game and be rewarded for it,” he says.

    If all goes according to plan, Square Enix and Yoshida

    will be involved with Final Fantasy XIV for the long haul. His

    plans are simple: have frequent updates, stable servers,

    and copious content. “I’ve played a lot of MMOs, and I look

    at it as if an MMO can last a decade then it’s a success,

    so that’s our current goal that we can get it to 10 years,”

    Yoshida says. “Saying we want to have this game out for 10

    years is easy, but creating a fan base that will stick with the

    game for 10 years and having a game system that will sup-

    port the game for 10 years, that’s part of our plan – having

    something that will be viable in 10 years’ time. So, we’ve

    already started working on the next expansion.”

    PKed: Naoki Yoshida’s First Venture Into Ultima

    Naoki Yoshida is an honest guy who isn’t afraid to poke fun at himself.

     When asked about his first ventures into MMORPGs, he was quick to

    bring up Ultima Online. “It shocked me just like the first time I played

    Super Mario Bros. back when I was eight,” Yoshida says. In fact, it was

    in Ultima Online where he chatted in a game for the first time...with aguy who had repeatedly PKed him.

     “The first time I played, I saw this guy come with a red name and

    thought, ‘This is someone in the world coming to play with me,’ and

    then he killed me,” he recalls laughing. The inexperienced Yoshida kept

    clicking revive and getting killed. “After this went on for three times, the

    guy sent me a message: ‘Dude, stop! You shouldn’t be doing this. You’re

    a newbie, right? If you keep doing this, your skills are going to go.’”

    The other player took pity on Yoshida and gave him tips, but Yoshida

    was just amazed that he was chatting with someone inside the game

    and discussing it with them. “And that’s when I learned that in an

    MMORPG anything is possible,” Yoshida says. “It is the players that are

    creating that world, and that for me was very, very exciting.”

    Naoki Yoshida

    16

  • 8/18/2019 2016 - 04 April Game Informer

    19/100

  • 8/18/2019 2016 - 04 April Game Informer

    20/100

    In the past, the series could get away with focusing more

    on mastering its technical prowess than progressing in oth-

    er areas, but that won’t work anymore. “We are no longer

    the only triple-A RPG out there, and ever since the PS2

    and onward, a lot of the Western [developers] have gained

    prominence both in size and in terms of technological prog-

    ress,” he says.

    He knew he had to be communicative with the consum-ers about the state of the Final Fantasy XV, but he also real-

    ized he had to align expectations for his own staff. “A lot

    of the staff on the Final Fantasy development team have

    been with the franchise a long time,” he says. “They have

    this sense that they’re special because they’re developing

    a Final Fantasy title and whatever they create will be well

    received. That kind of mindset had been ingrained in them

    for a very long time, and so we had to start by resetting

    everything to create something that would appeal to the

    current generation.”

     A lot has happened in the years since Final Fantasy XIII

    debuted. Most notably, the scope of games and this gen-

    eration’s trend toward open-world adventures. One of the

    big things he wanted for Final Fantasy XV was to make it

    open world. In the current landscape, Tabata doesn’t think

    you can compete with the top RPG makers without one.

    “We felt it was very important to deliver an open-world type

    of environment, so the development team decided to go in

    that direction and really commit to it,” he says. “To push this

    title out globally, it was essential to have an open world.”

    Previously, Tabata worked on Crisis Core: Final Fantasy

     VII and Final Fantasy Type-0. Both of these titles are noted

    for their more poignant moments, such as Crisis Core’sending sequence, where you must accept Zack’s fate. An

    emotional connection to the game is integral to Tabata’s

    design style. “I like to create games that are in sync with

    real life and reality to a degree...something that drives your

    emotions that you can really feel,” he says.

    This is something Tabata has been adamant about craft-

    ing into Final Fantasy XV. According to him, much of the

    game is focused on the human drama of the main charac-

    ter, Noctis. “The player is with the character through and

    through and sees the growth of the main character,” Tabata

    says. He uses an example of seeing him fish for the first

    time and then watching him grow up to love fishing. He

    also says to expect flashback sequences to give you a bet-

    ter idea of how Noctis became the person he is. “A lot of

    [previous] titles focused on one time in adulthood, and inthis title you’ll understand his childhood and growth from a

    boy into a man,” Tabata says.

    He hopes this helps the player form a connection with

    Noctis, which plays into one of his biggest goals for the

    game. “I want to create a very emotional ending to the

    game and want to make as many people cry as possible,”

    he says. “You’re spending so many hours playing the game,

    so when I finish a game and it ends on a sour note and it

    doesn’t move me, it gets me disappointed. At least make

    me cry or give me some emotion! I want to give a moving

    ending for the consumers who invest so much time.”

    His other goal is a bit more ambitious. Tabata recalls the

    impact Final Fantasy VII made on the industry, and says his

    objective for this team is to create a similar reaction when

    Final Fantasy XV releases. “There are some team membersthat were here for VII,” he explains. “They’re taking on the

    challenge of trying to exceed that title once more, which is

    a great motivator for them. VII sets a very high goal for us,

    but it serves as a good goal. It brought in new audiences,

    sales, and more.”

     An Unpredictable Road Trip

    Time will tell if both Tabata and Yoshida reach their larger

    goals, but it’s clear both are thinking realistically about

    the state of the RPG genre and their company. Everybody

    loves a comeback story and seeing Final Fantasy bring the

    innovation, awe, and confidence it once did would be re-

    freshing. But as we’ve seen, this generation doesn’t come

    with any promises for any developer. Expectations are con-

    stantly rising and new bars are continually being set.\

    Getting Into Final Fantasy

    Both Hajime Tabata and Naoki Yoshida fell in love with games with a

    little help from our favorite red plumber in Super Mario Bros., but they also

    recall fondly their admiration for Final Fantasy and have their favorites for

    different reasons.

     Yoshida has two favorites. Based purely on gameplay systems, he’s a

    big fan of Final Fantasy III, but he also loves Final Fantasy VII for its story.

    “When you look at earlier Final Fantasy games, you think of the ATB system

    and the job system. Final Fantasy III was the first to have all of those in

    a complete form, and that’s why I look at it as a perfect system,” he says.

    “And with Final Fantasy VII, it being one of the first 3D RPGs, as well as theamount of content and type of content, it felt like an MMO, all of the things

    you could do in the game. I know Final Fantasy VII inspired a lot of people

    in the West.”

    Tabata talks fondly of his time with the first and second entries, re-

    membering when the title screen hits after the first boss in the original

    Final Fantasy and how the second game opened with a boss battle that

    impressed him, making him feel he was a part of an action movie. However,

    Final Fantasy VI also remains at the top of his list, “For VI felt like they deliv-

    ered a really unique story and they were doing something challenging and

    new and being very confident with showing it to the world.” He came to

    appreciate Final Fantasy VII even more because he was a developer at the

    time and realized how much the game was helping push the genre forward.

    18 connect

  • 8/18/2019 2016 - 04 April Game Informer

    21/100

  • 8/18/2019 2016 - 04 April Game Informer

    22/100

    Helicopter Fights

     Resident Evil 3: NemesisMonsters and grotesque versions of unpleasant animals

    are the typical enemy in Resident Evil, which is why a

    helicopter fight feels unconventional. It’s a quick fight,

    but one that stands out for eschewing expectations.

    Uncharted 2: Among ThievesNathan Drake’s vacation to South Asia was a disaster.

    He doesn’t so much fight a helicopter in Nepal as much

    as he endures a city-wide chase against an enemy that

    takes full advantage of Nathan Drake’s greatest enemy:

    Sure-footing.

     Half-Life 2We’ve lost count of the number of rockets we’ve fired

    at helicopters through the years. It’s the go-to method

    when fighting choppers, but Half-Life 2 remains

    memorable thanks to a targeting system requiring you

    to expose yourself to get the shot.

    Prototype 2Prototype 2 antihero James Heller is a

    powerful man that hates helicopters. By

    the end of the game, it seems he’s made

    it his personal mission to tear every

    single one out of the sky in a lavish,

    enjoyable display.

    Super CContra is all about fighting aliens and

    alien technology, so you would think a

    fight against a plain old helicopter would

    be dull. Thankfully, that’s not the case, as

    the whirlybird clown-cars a consistent

    stream of soldiers at you.\

    X-Men Origins: WolverineWolverine fights many helicopters in Origins, and each

    encounter is memorable. He leaps helicopter to helicop-

    ter and rips them out of the sky with his claws, or grabs

    the pilot and shoves their head into the spinning blades.

    Metal Gear SolidThe Hind D in Metal Gear Solid is framed as a powerful foe early in the game. Taking

    out the bird and its pilot, Liquid Snake, from a snowy rooftop with a rocket launcher is

    an empowering and important moment in the continuous brother vs. brother war.

    by Kyle Hilliard 

     Twisted Metal: Black As the saying goes, never bring a

    helicopter to a car fight. Twisted Metal:

    Black’s final battle is different than the

    rest of the fights, and it’s empowering

    to take out a flying vehicle with one that

    can’t leave the ground.

    Call of Duty 4: Modern Warfare“All Ghillied Up” may be the most memorable level in

    all of Call of Duty. The flashback scenario contains a

    number of fantastic moments, but the near-death battle

    with a helicopter that almost takes out your partner

    stands out.

     Bionic CommandoFor a game renowned for its challenge,

    it’s surprising that taking out the antago-

    nist, Master-D, requires only one well-

    aimed shot on the cockpit of a gigantic

    helicopter. It’s a tough shot, though, and

    one few reached.20 connect

      t  o  p 

      t  e  n

  • 8/18/2019 2016 - 04 April Game Informer

    23/100

    “...We’ve decided

    that there will

    not be a new

    Assassin’s Creed

    game in 2016.

    Since the release

    of Assassin’s

    Creed Unity,

    we’ve learned a

    lot based on your

    feedback. We’ve

    also updated

    our develop-

    ment processes

    and recommit-

    ted to making

    Assassin’s Creed

    a premier open-

    world franchise.”

    –  A pos t on the offi -

    cial Ubisoft blog

    about what’s next

    for the series

    Quotable 

    fans will not only be getting

    a “large, new expansion” for

    the title in 2016, but publisher Activision and developerBungie are also promising a sequel to the massively

    multiplayer online shooter in 2017.

    DESTINY

       T   h  e   U  g   l  y

    The Bad 

    The Good 

    will come out on PC the same day as its Xbox One

    version on April 5 – making some Xbox One owners

    angry that the game won’t enjoy even a modest exclusivity period on the home console.

    QUANTUM BREAK 

    may have played their last encore. Both

    Guitar Hero Live and Rock Band 4 have not

    sold well, with Activision and Rock Band

    peripheral-maker Mad Catz reporting less-

    than-expected earnings from the games.

    Mad Catz has been hit particularly hard by

    the disappointing results, reporting $4.36million in losses for the fiscal year and the

    layoff of 37 percent of its staff.

    MUSIC GAMES

    connect 21

    T HE  G O OD  ,T HE B 

    A D  , & T HE  U GL Y 

      g. b 

    . u

    .

    T HE  G O OD  ,T HE B 

    A D  , & T HE  U GL Y 

  • 8/18/2019 2016 - 04 April Game Informer

    24/100

    Few individuals were more

    instrumental to the creation of

    the first-person shooter genre

    than John Romero. As one of the

    co-founders of id Software, Romero

    designed seven of the eight maps

    included in Doom’s Episode 1, thewidely distributed shareware version

    of the game that helped fuel its

    massive popularity. The only Episode 1

    level Romero didn’t have a hand in

    creating was the final boss map,

    known as E1M8 (Episode 1, Map 8) by

    Doom’s still-thriving mod community.

    Now after more than two decades

    since Doom’s original release, Romero

    has crafted his own ending to the

    episode that started it all.

    Romero surprised fans by simultan-

    eously announcing the map via Twitter

    and releasing it for free. Not only did

    creating the level allow Romero to

    brush up on his level design skills,

    it was also an opportunity to deliver

    a finale more in line with his original

    vision for Doom’s first episode. “If I was

    making E1M8 back then, I would have

    made a level that was much bigger,”

    Romero says. “It would have beenbigger than E1M7, because I wanted

    the episode to culminate in this big,

    epic level.”

    Entitled Tech Gone Bad, Romero’s

    new level has Doomguy investigating

    a high-tech laboratory to find the

    location of the demon-spewing portal

    and shut it down. In addition to the

    sprawling test site, players explore

    massive outdoor areas, a maze-like

    series of sewers, and two adjoining

    installations. True to Doom’s classic

    formula, Romero loaded the map with

    secrets areas and hidden power-ups,

    and higher difficulty levels drastically

    ratchet up the enemy count. The

    result is a level that feels novel, but

    not necessarily new – an important

    characteristic for Romero.

     “I wanted to stay as close to the

    original style as possible,” Romero

    says. “And I also wanted to call backto parts of the [previous] levels that

    players have already gone through. So

    they remember – not only because it’s

    today, but if it was back in 1993 when

    the game came out – it would be like,

    ‘Oh, I remember when this happened

    five levels ago.’”

    Romero didn’t stop with homages to

    the classic levels; he also adhered to

    the same the limitations to make Tech

    Gone Bad as authentic as possible.

    “I wanted [Tech Gone Bad] to fit as if

    I made it back then. So if I’d made it in

    1993, I needed to restrict myself to the

    shareware textures only, and not use

    Romero Returns To Hell With a new first-person shooter on the horizon, legendary designer John Romero tests the watersby releasing a brand-new level for the original Doom.

    by Jeff Marchiafava

    22

  • 8/18/2019 2016 - 04 April Game Informer

    25/100

     jumping, not use mouse-look…”

     A number of modern enhancements

    have been made to Doom’s source

    engine in the last 23 years, but Romero

    only allowed himself one concession.

    “All of the [modern Doom ports]

    remove limitations on what’s called

    visplanes – visible planes in your view,”

    Romero says. “So I figured the only

    thing I will depend on is that you’re

    using a limit-removing source port,

    which means I can put more lines in

    the view and make it look cooler.”Romero also adhered to the same

    personal design tenets he employed in

    ’93. “In the original Episode 1, usually

    in every level I introduced something

    new for the player to learn or do,”

    Romero says. “So I needed something

    new that the player could do in this

    level, and I wanted to do something

    that I hadn’t done even in Doom II or

    Ultimate Doom.”

    For Tech Gone Bad, Romero created

    a winding corridor that crosses back

    above another explorable area,

    something the Doom engine isn’t

    technically capable of. So how did hepull it off? The answer lies in creative

    use of a technique known as the

    “Doom jump.”

    Jumping wasn’t possible in the

    original Doom, but if players were

    quick, they could sprint across small

    gaps between platforms. “I used those

    [Doom jump] gaps to create a 3D area,

    where you’re going underneath an area

    that you’ll eventually run across later,”

    Romero says. Romero made liberal use

    of Doom jumps in the outdoor areas of

    the map as well, requiring the player to

    dance over pools of acid while dodging

    fireballs from an army of angry Imps.

    Tech Gone Bad still culminates in a

    final battle against two Barons of Hell,

    affectionately referred to as the “bruiser

    brothers” by fans. However, players

    should expect a serious challenge.

    “I made [Tech Gone Bad] surprisingly

    more difficult than E1M7, just because

    today’s players are much better, andI think that helps make the level really

    fun,” Romero says. “After 20 years,

    it’s as hard as it’s really going to get,

    I think.”

     As exciting as it is to play a new

    Doom level from one of the original

    creators, fans may be more interested

    in Romero’s reason for creating it in the

    first place. “I’m going to be making a

    new shooter pretty soon,” Romero says,

    “and I’m going to be doing a lot of level

    design in it, so I wanted to warm up.”

    So what made Romero want to

    create a new shooter after all these

    years? “Basically, I decided tocome back because I think I have a

    good idea,” Romero says, laughing.

    Romero wouldn’t divulge what that

    golden idea is, but he did promise an

    announcement in the near future, so

    fans hopefully shouldn’t have to wait

    long to find out more. In the meantime,

    having a new Doom level from one

    of the forefathers of the FPS genre to

    keep us busy is a pretty good deal. \

    ROMERO ON THE NEW DOOMDuring our interview, we asked what John Romero

    thinks of id Software’s upcoming Doom reboot. So

    far, the ex-co-founder of the company likes what

    he sees. “I’m really excited to play it,” Romero says.

    “I think what they’ve done with SnapMap is really

    innovative and is going to bring a lot more people

    into the game...the fact that you can take someone’s

    map and modify it to make it even better but they still

    retain the original credits is incredible.”

    Considering Romero’s recent activities, his

    endorsement of SnapMap should come as no surprise.

    “I think that’s one of the powerful parts of Doom

    coming out again, is supporting people that want to

    make their own stuff in the game – but they get to

    do it in such an easy way…and it’s easily shareable

    with other people. So I think [id is] doing something

    that’s probably more important than the game itself.”

    connect 23

  • 8/18/2019 2016 - 04 April Game Informer

    26/100

    In 2014, reports indicated that The

    Witness was nearing the finish line.

    Were there any big changes that

    pushed the release to 2016?

    Nothing really changed. “Finish line” isrelative, right? I didn’t think it would be

    as long as it has been; I was thinking,

    “Oh, maybe six or eight months, we’ll

    have this wrapped up.” But everyone

    has a different interpretation. Basically,

    that was a time when all of the major

    components of the gameplay were

    finalized…it just maybe needed to

    go faster, or certain objects needed

    to feel better. Because it’s such a big

    game, this finishing took a long time.

    If it comes down to working on it three

    more months or having something

    be kinda crappy, I’d rather work on it

    three more months. There was no dra-matic setback or anything.

     Are the puzzles able to enforce their

    own rule, or did you need to manu-

    ally program all possible solutions?

     All other things being equal, it is best

    if the program knows how to judge a

    puzzle, because it’s less error-prone. If I

    have to put in the solution, then I might

    make a mistake, especially when there

    are so many possible solutions that I

    might not see some of them. For most

    of the puzzle types, the program knows

    how to verify that a solution is correct,

    so I don’t actually need to foresee all

    correct solutions… But then there’s stuff

    in the game that the computer doesn’t

    really know about, and those solutions

    are all put in by hand – like when shad-

    ows are falling on an object in a certainway. That’s just not something the com-

    puter knows how to analyze.

    So, if someone thinks they have a

    correct answer that isn’t being rec-

    ognized properly, they’re wrong?

    They’re probably wrong. In fact, every

    single one of those that anyone has

    sent me is wrong.

    Do any of the puzzle themes stand

    out as being particularly difficult

    to design?

    The thing that was hardest to design

    well is the cylinder puzzles. Because,you can wrap a puzzle around a cylin-

    der, and that’s fine; you automatically

    have a human factor now, since you

    can’t see the whole puzzle. But if it

    ends up being a puzzle that you could

    solve just as well on a flat board, then

    why is it on the cylinder? It’s not inter-

    esting… So, all of the cylinder puzzles

    are made in such a way that either the

    connectivity of the space matters, or

    the fact that your line has to go all the

    way around matters.

    Those cylinder puzzles defy sharing

    solutions through screenshots. Was

    that a reason for them being so near

    the end of the game?

    It was more just about building up to

    interesting ideas. That whole end-game

    shaft area is about taking the ideas

    from earlier in the game and putting

    them together in a way that involves

    messing around with the presentation.

    The medium between you and the puz-

    zle. Though, there is one of those cylin-

    der puzzles very early in the game, also.

    Even though it’s right there, we sort of

    build the scene so that people tend to

    overlook it and go right past it.

    Most of the design seems deliberate

    and purposeful, which makes cer-

    tain things (like the discarded trian-

    gle panels) conspicuous. Does every

    panel in the game do something?

    It depends on what you mean by “do

    something.” The triangle panels, for

    example, definitely do something,

    because otherwise there would be no

    way for you learn what the more com-

    plex triangle panels mean. Do they do

    something in terms of opening a door

    somewhere? No, they don’t… They do

    get checked off on the lake in middle of

    the island, so another thing they do ismake you feel good about completing

    the lake. Usually things have another

    purpose or bearing on something else.

    Many players need to use pencils

    and paper to help work through

    puzzles. Was that something you

    were consciously trying to bring to

    the experience?

    I wouldn’t say that I was deliberately

    designing for pencil and paper as an

    agenda, but I would say that I was defi-

    nitely designing counter to the trend of

    the last decade or more of just making

    games really easy and making puzzles

    THE WITNESS

    An intricate and challenging puzzle game, The Witness is the new title

    from Braid creator Jonathan Blow and his team at Thekla Inc. The project

    began its development in 2008, and now that gamers are finally playing

    it, we chatted with Blow about the process of creating this elegant and

    intriguing experience. by Joe Juba

    24

        a    f    t    e

        r    w    o    r    d    s

  • 8/18/2019 2016 - 04 April Game Informer

    27/100

    not be real puzzles. Triple-A compa-

    nies especially do all this playtesting,

    and anytime someone gets stuck on

    something or gives negative feedback,

    they change that thing. The thing about

    hard puzzles is people are going to get

    stuck on those, and they’re going to

    say, “I didn’t like this.” It’s just being

    willing to say, “No, this going to be in

    the game.” Maybe if they’re super-hard,

    they’re optional. You have to be willing

    to have that stuff in the game.

    The audio recordings that address

    the story directly are hidden in an

    optional end-game area. Why not

    let players uncover them during a

    normal playthrough?

    It all came down to how big I wanted

    the story to be in the ultimate experi-

    ence. In early concepts of the game,

    I thought that story was going to be a

    very large part. But then as develop-

    ment went on and I refined the game,

    I kept revisiting the story and being

    very unhappy with the way my concept

    of the story would play out. Eventually

    I decided that the story should be pret-ty small, in terms of how much of the

    experience it makes up… I also don’t

    like giving story as a reward for ongo-

    ing play; I felt like I wanted to make a

    game that had confidence, that people

    really wanted to play the actual game

    part of the game, that doesn’t need to

    coax people through by giving them

    story bits.

    How did you select the videos for

    the Windmill theater?

    It was really about knowing what kinds

    of ideas that I wanted in the game, and

    the kind of presentation. All of thosevideos are, in one way or another,

    people talking about ideas about how

    to see the world. They are well-thought-

    out viewpoints from people whose life

    work is that. But the other thing about

    them is that they’re all different view-

    points. I’m not trying to put a bunch of

    things together to make a unified point

    or convince the player that these people

    are saying different flavors of the same

    thing. They’re saying different flavors of

    different things, and that ties into what

    the game is about at some level.

    Some of the puzzles are inacces-

    sible to some players – especially

    those who have trouble hearing orseeing colors. Was this a consider-

    ation during development?

    We were very aware of that during

    development. I actually spent a lot of

    design time trying to design puzzles

    that only colorblind players could

    solve, but I didn’t succeed at that. But

    the way that I designed for acces-

    sibility is to just be aware that some

    people aren’t going to be able to do all

    of the puzzles, and then make it pos-

    sible to complete the game without

    those puzzles. There are a few specific

    times where that happens. One very

    obvious example is the sound-basedpuzzles; you’re just not going get one

    of the lasers if you can’t hear… It’s a

    similar thing with the color-blindness;

    there’s basically one laser that requires

    color sense. But the surprising thing

    is that most color-blind people don’t

    seem to have a problem in that area…

    But it is still a problem for some peo-

    ple, because there are different kinds

    of color-blindness and magnitudes.

    There are only a couple areas of the

    game that are mandatory. To get the

    ending, you only need seven lasers…

    but there is a secret area that does

    require every laser. You know what?If people want to get there, and they

    have to look stuff up on the Internet

    to get there, that’s fine. I’m totally cool

    with that.

    What did you think of the response

    to your tweet about the pee bottle?

    It was bewildering! Here I was with

    a prop we used in filming – it was a

    bottle of water with some food coloring

    in it – and I was about to dump it out,

    and I was like, “I should get a picture

    of this before I dump it out.” I already

    had done one about a week before

    saying, “Here’s something I made in

    order to help finish The Witness,” and

    it was glasses with tape on them

    and holes in the tape… So, I was like,“I know what to do with this bottle, I’ll

    tweet another one of those.” But

    I expected people to know that it was

    a joke, and it would be mildly funny at

    best. For some reason, people didn’t

    know if it was a joke, and a lot of

    people assumed it wasn’t. I saw indie

    developers going off about quality of

    life in response to that. Like, full-on 10-

    or 15-tweet barrages about how this

    isn’t a healthy way to develop games.

    I’ve been a human male for 40-some-

    thing years now; it doesn’t take very

    long to get up for a second and go to

    the bathroom. It just doesn’t. The ideathat it would be plausible that someone

    would feel like they didn’t have time to

    do that is fundamentally not credible.

    I don’t know. It was very strange.

     You’ve said that The Witness has

    been successful enough to fund

    another project of similar depth.

    How long until you start thinking

    about what’s next?

    Well, I’ve started thinking about it

    already. However, there’s a difference

    between thinking about it and design-

    ing a thing for real. In terms of actually

    sitting down and starting to work onthe game in a real way, that probably

    will not happen for a couple of months.

    There’s a lot to do right now, and I

    need a little bit of a vacation. \

    connect 25

  • 8/18/2019 2016 - 04 April Game Informer

    28/100

     You’ve been doing this for a long

    time. How many guides have

     you written?

    I think my total hit 100 exactly with

    Fallout 4. That includes Game of the

    Year editions, too.

     You have written guides for massive

    RPGs, including The Elder Scrolls

     V: Skyrim. What kind of effort is

    required for a project of that size?

    The Skyrim Game of the Year guide is

    1,120 pages, 780,000 words, and over

    4,000 screenshots. All but one of those

    screenshots I took myself, and the

    other one was the guy from Bethesda

    who wanted his character’s portrait

    in the book. You take video of all of

    the quests, and you do that multiple

    times, to get all of the variations and

    multiple paths. Then you move on todoing the atlas, so you visit every loca-

    tion in the game…If you totaled up all

    the hours, we (a co-worker and I) put

    in over 6,000 hours – and that wasn’t

    even writing the guide! That was just

    the game.

    Do you get cheat codes, or do you

    have to play normally?

    I have to use god mode and cheats,

    but I always do my first playthrough

    without them, because it affects the

    strategy. For example, I play The

    Witcher 3 like regular people would.

    Then I spawn a quest and go through

    it like a QA department would. Then I

    play by getting a floating camera and

    going over all of the map, and so forth.

     You start writing when the game is

    still in development. Are you everable to influence the content?

    You need to go in and leave a light

    footprint; the company is already in

    the crunch time of all crunch times.

    But sometimes companies do some-

    thing really fun and cool for you. For

    example, in The Witcher 3, the guy in

    Novigrad’s books and scrolls store is

    called Marcus T.K. Hodgson. So I have

    my first video game character named

    after me!

    What’s your favorite game genre to

    write guides for?

    I enjoy writing travel guides to placesthat don’t exist…the big role-playing

    games that are single-player. Witcher 3,

    Skyrim, Fallout. Even Watch Dogs –

    something like that with a large map

    that I can really sink my teeth into.

    Most guides are sold based on the

    game on the cover rather than the

    author. Have you encountered fans

    that seek out your work specifically?

    Most people don’t think of me as a

    “real” author, and I’m completely fine

    with that. I don’t consider myself to be

    of the caliber of a proper author. But

    I do have a small collection of people

    that know my guides and enjoy them.

    They know, going in, that they’re likely

    to get a guide that’s as thorough as

    human beings can do it within the con-

    fines of the process.

    What types of games do you play in

     your free time?

    I haven’t played a game for fun in

    over a decade. I mean, I find my job

    fun, but I devote all of my gaming

    time to what I’m doing the guide for.

    Otherwise, there wouldn’t be enough

    time to finish the guide. Anybody who

    does a strategy guide probably has a

    part of their brain that isn’t functioning

    properly, and has a work/life balance

    issue. [laughs] It’s a dream job. I love it,

    and I’m incredibly lucky to have it. But

    I also realize that it’s a job you need to

    have a complete passion for, or else itwill chew you up and spit you out.

    If not games, do you keep yourself

    sane with other hobbies?

    I’d have keeled over and died if I didn’t

    have a dog I could take out for walks,

    because it’s such a sedentary lifestyle.

    But I also started to collect succu-

    lents – different types of aloe and cacti.

    I now have a Pokémon-style obsession

    with collecting every variety. I grow and

    tend to the succulent garden, which

    I’ve found to be fantastic, because it

    thrives on neglect. If I were growing

    geraniums, I’d have some problems.

    Name: 

    David S. J. Hodgson

     Twitter: 

    @DavidSJHodgson

    Occupation:

     Author

     Location: Los Angeles (by way of

     Manchester, England) E

     ven if you don’t recognize his name, you’ve probably benefitted from

    the work of David S. J. Hodgson. The prolific author has been writing

    strategy guides since 1995, and his recent work includes Prima’s

    expansive official guides for Fallout 4 and The Witcher 3: Wild Hunt. We

    talked to Hodgson about his unique approach to games and the effort it takes

    to unearth every detail and secret.

    The Strategy Guide Machine

    interview by Joe Juba

    26 connect

        g    a    m

        e    r

  • 8/18/2019 2016 - 04 April Game Informer

    29/100

    The choice is yours, and it’s simple.Why enjoy just one chicken wing when there’s a whole plate in front of you?

     

    The same goes for car insurance. Why go with a company that offers just a low price when GEICO could

    save you hundreds and give you so much more? You could enjoy satisfying professional service, 24/7, from

    a company that’s made it their business to help people since 1936. This winning combination has helped

    GEICO to become the 2nd-largest private passenger auto insurer in the nation.

    Make the smart choice. Get your free quote from GEICO today.

    Some discounts, coverages, payment plans and features are not available in all states or all GEICO companies. Customer satisfaction based on an independent study conducted

    by Alan Newman Research, 2015. GEICO is the second-largest private passenger auto insurer in the United States according to the 2014 A.M. Best market share report, published

    April 2015. GEICO is a registered service mark of Government Employees Insurance Company, Washington, D.C. 20076; a Berkshire Hathaway Inc. subsidiary. © 2016 GEICO

    2nd-largest auto

    insurer

    97% customer

    satisfaction

    24/7 licensed

    agents

    Helping people

    since 1936

    The other guy.

  • 8/18/2019 2016 - 04 April Game Informer

    30/100

    While the story and tutorial don’t do

    much to bring the player in (a tired,

    cliché “vengeance for my fallen mas-

    ter tale”), players will get a real sense

    of what the game is about quickly as

    they unlock abilities for their class,

    each of which has their own special

    flavor and mechanics. Whatever class

    you choose, skill, timing, and atten-

    tion count for a lot. My character, a

    Destroyer, is a tanky frontliner who

    wields a massive axe – not a wholly

    novel concept. The originality shines

    in execution of combat maneuvers;with a customizable set of power-

    ful grabs, launchers, knockdowns,

    and stuns, my character can walk

    up to enemies, pummel them to the

    ground, and pick them up and smash

    them repeatedly before flinging them

    through the air to knock into other

    foes or delivering massive blows

    that will put the enemy down for

    good. It’s like Street Fighter’s Zangief

    and Soulcalibur’s Astaroth had an

    MMORPG love child.

    Each character has a difficulty rat-

    ing corresponding to how active and

    responsive you have to be in combat,

    chaining combos and linking moves,

    and this system shines in single-player

    and player-vs-player encounters. It’s

    even more fun when you group up

    via the cross-server dungeon finder

    and start integrating your abilities into

    other characters’ combos and knock-

    downs. You can let the group hammer

    on a defenseless monster you’re lift-

    ing, or you can follow up on another

    character’s launcher with your own

    devastating attack.

    This combat system is the absolute

    gem of Blade & Soul and the reasonto play it. Other systems, like crafting,

    seem barebones and boring compared

    to other modern MMORPG offerings –

    you simply click a crafting or gather-

    ing button and wait hours and hours

    for your items to collect or complete,

    sometimes waiting up to 20 hours for

    a completion. That said combat kept

    me loving every encounter, from the

    lowliest bandit to the most dangerous

    opponents – other players.

    Blade & Soul’s leveling process

    is short compared to some other

    MMORPGs. Even if you’re a solo

    enthusiast, you’ll probably team up

    casually during “field boss” encounters

    to get yourself a cool outfit or a pile

    of powerful soul shards (an analog

    to armor sets from other games). By

    placing armor into the soul shard slots

    instead of clothing, players are free to

    show off their style in their wardrobe

    selection instead, as decorative wear

    has no need to bestow stats. You may

    be sporting the same weapon through

    the whole process, but you feed it

    other equipment to increase its power

    and change its appearance.

     As players look to the end-game, they’ll find the same things

    they’ve come to expect from other

    MMORPGs, such as high-end dun-

    geons and raids and daily quests, with

    the addition of serious, competitive

    PvP sporting unique rewards for those

    interested in that element of the game.

    Blade & Soul is worth a try based on

    the combat alone (it’s also free-to-play,

    by the way). If you’re one of those

    folks who is looking for an MMORPG

    but the combat always feels stale, get

    ready to be wowed by active counters,

    parrying, and stimulating battles that

    feel extremely satisfying.\

     

    NCSOFT West’s bid to bring the winning Korean formula to North American players is an exciting

    one, as Blade & Soul features some of the best combat I’ve ever experienced in an MMORPG. While

    Eastern MMORPGs have long dealt with a reputation of being grindy, pay-to-win endeavors over on

     Western shores, Blade & Soul’s over-the-top martial-arts fantasy dispels that notion by serving up exciting

    gameplay that doesn’t get dull, monster after monster, dungeon after dungeon. Despite plenty of generic

    quests and unexciting monsters to beat on, the combat systems propel Blade & Soul to greatness.

    Blade & Soul Carried by combat 

    by Daniel Tack 

    28 connect

        m

        a    s    s

        i    v    e

  • 8/18/2019 2016 - 04 April Game Informer

    31/100

    “At its core, Indivisible is an RPG –

    you explore environments, fight

    monsters, complete quests, recruit

    new party members, and level up,”

    Bartholow says. “But unlike most

    RPGs, the exploration component is

    side-scrolling platforming, and we’ll be

    building on the exploration component

    with Metroid-like upgrades.” Like that

    classic exploration game, Indivisible

    tasks you with hunting down hidden

    upgrades throughout a vast 2D world,

    but instead of energy tanks, you’re

    seeking weapons and armor for your

    party members.

    Indivisible’s setting is one of its most

    intriguing features. The chief inspira-

    tion is Southeast Asian mythology, and

    many of the beautiful visuals and mys-

    tical terminology arise from that source.

    The unfolding tale eventually takes its

    lead character everywhere from South

     America to the Middle East. The story

    focuses on Ajna, a young woman in

    search of answers and justice after hertown is overwhelmed by local warlords.

    “Along the way she discovers she has

    a mysterious power – the ability to

    fuse with and manifest certain peo-

    ple – and much of her journey shifts

    to discovering more about herself, in

    addition to confronting the source of

    the chaos increasing in the world,”

    Bartholow says.

    Lab Zero started work on Indivisible

    as a pitch to a publisher looking for

    something akin to Ubisoft’s Child of

    Light. That goal led the team to

    consider one of their shared favorites.

    “Valkyrie Profile has a lot in common

    with fighting games, making it a great

    fit for our team,” Bartholow says.

    That classic tri-Ace RPG featured an

    innovative combat system in which

    character attacks were mapped to the

    controller’s face buttons, allowing for

    intriguing combo attacks. That same

    core concept powers Indivisible, but

    with some significant variations. “As

    much as we love Valkyrie Profile, it

    has a time limit and not much room

    for exploration, so we wanted to open

    that up a bit more,” Bartholow says.

    Combat in Indivisible is chaotic and

    challenging, demanding carefully

    timed defensive maneuvers, observa-

    tion of enemy attack telegraphs, and

    constant attention to a meter that

    powers your super attacks. Each

    member of your party has a unique

    skill set, so another challenge is deter-

    mining groups that combine well.

    Your growing party of characterscomes along with a strange twist. “As

     Ajna explores the world, she meets

    a number of people – incarnations –

    that for a reason we won’t be spoiling

    today she can absorb into her being,”

    Bartholow explains. “We’re thinking

    that in order to fuse with someone

     Ajna needs to be on a similar emo-

    tional wavelength or empathize with

    their situation before she can fuse with

    them. So these fusions might happen

    in key story moments, or for complet-

    ing optional side quests.” Many

    incarnations are dedicated party mem-

    bers who join in battle and offer their

    combat skills. Lab Zero is planning

    for 27 playable characters. Just to

    name a few, Kushi is a little girl who

    commands a flying roc that drops

    her into combat, Lanshi is a dog who

    regressed into a lower lifeform upon

    reincarnation, and Zahra is a musi-

    cian who can devastate foes with her

    sad songs.

    These new heroes not only add their

    strength to a fight, but might provide

     Ajna with a new weapon or ability that

    can help her better traverse the world.

    For example, the spear lets her cre-

    ate platforms in spiked walls, and the

    chain-sickle lets her swing across gaps.

    Other incarnations begin to populate

     Ajna’s inner realm – a whole dimension

    growing inside of her filled with people,

    buildings, and activities. By pausing in

    the world to meditate, she can enter

    her own inner realm to talk to her

    incarnations, upgrade weapons and

    armor, and more. “So the Inner Realm

    provides a lot of the functionality of

    an RPG town, but without the need to

    trek back and forth,” Bartholow says.

    Indivisible is awash in intriguing

    ideas, but the project is a long way out

    from release, with a planned launch

    in early 2018 on PlayStation 4, Xbox

    One, PC, Mac, and Linux. The depth

    of mythology, multiple gaming inspira-

    tions, breathtaking art, and talented

    team make this a game I plan to watch

    closely as it draws nearer to release.

    The Skullgirls CreatorsTackle Role-Playing

    Switching creative direction can be a big challenge for a developer, as all the tricks and tools learned

    in one genre might have little bearing on a new style of game. This is the challenge facing Lab Zero

    Games as it broaches new territory in the RPG/exploration mash-up, Indivisible. After playing the

    publicly available prototype, I spoke with CEO Peter Bartholow to learn how the project has continued toevolve since a nail-biter of a crowdfunding campaign.

    by Matt Miller 

    Indivisible

    PS4, Xbox One,PC, Mac, Linux

    connect 29

    i   m

      p ul    s

     e

  • 8/18/2019 2016 - 04 April Game Informer

    32/100

    “I think Zelda, Mario,

    and the whole universe

    of Nintendo characterswould be perfect for a

    The Lego Movie  type

    movie. I don’t have the

    rights to it, but I would

    love to. That would be

    my holy grail.”

    – Vertigo Entertainment president

    Roy Lee (left)

    by Matt Bertz 

    Overheard at 

     D.I.C.E.Industry luminaries used the 2016conference to discuss emerging trends,

    success stories, and crossover potential

    between video games and film.

    30

  • 8/18/2019 2016 - 04 April Game Informer

    33/100

    “In 1995 we were

    making Civ II,

    and people wouldcome around

    and tell you if you

    don’t capture a

    user’s attention

    in the fi rst hour of

    gameplay you’re

    in trouble. Thesedays it’s the fi rst

    three seconds

    or something

    like that.” \–Big Huge Games founder

     Brian Reynolds 

    “Mr. Iwata hasbeen gone forsome time now,and I think abouthim almost everyday. Mr. Iwata,

    you were the bestof us.”

    – Nintendo of America president

    Reggie Fils-Aime 

    “Like in the cinema,

    you have beautiful

    indie games that

    are subtle, or

    poetic. It’s limitless.

    It’s only limited

    by the bastards with money.”

    – filmmaker Guillermo Del Toro

    “If you liked rock

    ‘n’ roll in 1971, you

    have to love video

    games today.”

    – magician Penn Jillette 

    “We are doing three longer-termprojects. We’ll talk about them in thefuture. They are different from anything we have done before, while also being aBethesda-style game.”– Bethesda Game Studios director Todd Howard 

    “I feel

    extremely free

    right now. I am

    trying to make

    a big game

    with a very

    small team.

    I am doing

    exactly what I

    want to do.”– Metal Gear Solid creator Hideo

    Kojima on his new partnership

    with Sony 

    connect 31

  • 8/18/2019 2016 - 04 April Game Informer

    34/100

    How did you get started in the

    gaming industry?

    I got started in the industry almost

    by accident. I never really thought a

    career in video games was achievable

    by someone like me; I always thought

    you had to be an amazing program-

    mer or a really talented artist to have

    a career in video games. I was pursu-

    ing a career in film, and then writing. I

    actually got my master’s degree in cre-

    ative writing from New York University.

    I was trying to get my short stories

    published and work on a novel, but I

    was still playing a ton of video games.

     From Guildmate

    To Game Director Jeff “Tigole” Kaplan got his first industry gig thanks to being an EverQuest guildmate of former

    Blizzard chief creative officer Rob Pardo. His thoughts on game design landed him a job on reign-

    ing MMO juggernaut World of Warcraft, and now Kaplan is the game director on one of 2016’s

    most promising upcoming first-person shooters, Overwatch.

    3232

        i    n

        t    e    r    v    i    e    w    p   h   o

       t   o   :   E   d

        C   a   r   r   e    ó   n

  • 8/18/2019 2016 - 04 April Game Informer

    35/100

    interview by Daniel Tack 

    Games like Duke Nukem 3D and Half-

    Life had map editors, and I’d make

    maps and that sort of thing.

    I spent a good part of my 20s trying

    to get my writing published, and I

    was failing. In one year, for example,

    I had 172 rejections from different

    magazines. I decided to take a break

    from writing. Since I had all this freetime, I got really into EverQuest. I

    started playing that game very hard-

    core and just as the fates would have

    it, my guild leader heard me talking

    about how I made maps in Half-Life.

    I thought he was just a fellow gamer

    interested in seeing what I was doing.

    It turned out that guild leader was

    Robert Pardo, who at the time was

    the lead designer on Warcraft III for

    Blizzard Entertainment. What I learned

    later was many of my guild members

    in EverQuest worked at Blizzard.

    The big irony there is that I didn’t

    really know what Blizzard was. I didn’tplay StarCraft or Warcraft because I

    was more of an FPS gamer. I played a

    lot of id games.

    They were like, “Hey, you live in L.A.,

    why don’t you come down and visit

    us at Irvine sometime?” Which is only

    an hour away from where I was living.

     At the time, World of Warcraft wasn’t

    announced, so it was a secret that

    they were working on an MMO. They

    asked me to come down for what I

    thought was just a series of lunches.

    Back in those days, video games were

    a little taboo; people didn’t talk about

    them openly. I enjoyed having a groupof friends where we could talk about

    our latest raid and how we’re going to

    defeat this latest dragon. What I didn’t

    realize at the time was that those guys

    were interviewing me for a role with

    World of Warcraft.

    Eventually I remember Rob in guild

    chat saying to me, “Hey, check the

     job postings on the Blizzard website

    tomorrow. There’s a job and I really

    think you should apply for it.” It was for

    a quest designer on World of Warcraft.

    I swear to you the job description was

    written exactly to my background.

    “Super passionate about MMOs, haspast experience with MMOs, and by

    the way we’re looking for someone

    with a creative writing degree.” I felt

    they were speaking to me.

    What was it like playing EverQuest

    back then? I remember it being

    really hardcore. Do you feel like

    those top guilds were a recruiting

    ground for the games industry?

    I describe what that game did for

    gaming and me personally as nothing

    short of magical. I regard EverQuest

    as one of the greatest games of all

    time. But you mention how hardcore

    it was, and I agree with that. Not only

    was it hardcore, it was very punish-

    ing, and you needed a certain level of

    tolerance to put up with the constant

    defeat and constant recovery required

    by the game. It was a very distilled,

    smaller community, but everybody was

    very passionate about the game and

    gaming in general.This small community really per-

    petuated and encouraged very deep

    design discussions about the game.

    Because of that it’s very easy to look

    back at EQ or different websites or

    forums and say, “Wow, this person,

    who is that guy who calls himself

    Furor? That guy is really smart about

    playing EverQuest. He has really smart

    things to say about raiding and the

    way these mechanics should work.”

    Then you look him up and it’s [current

    WoW creative director] Alex Afrasiabi.

    There were so many people like that

    in EverQuest who really displayedtheir knowledge. In the early days they

    weren’t called blog posts, but guild

    leaders would post their thoughts

    about the game and how they thought

    mechanics should work.

    Has your own commenting in that

    circle shaped your thoughts on

    passionate feedback?

    Yeah, it absolutely has. One of my

    favorite things is when players plunge

    the depth of the Internet and they’ll

    pull old quotes that I said and use

    them against me. I find that very

    humbling, and it’s very important toremember where I was coming from at

    the time. But for me, writing and being

    part of a big community was a lot of

    fun. I had that background in creative

    writing, so I loved expressing myself in

    that way. It’s given me a real apprecia-

    tion for community leaders, especially

    people who are vocal and driving

    community opinion.

    In the early days of World of

    Warcraft, I bonded with the people

    running the uber guilds at the time. I

    would reach out to as many of them

    as possible and make sure they had

    my email address. I was able to talkto them through DM tools. I would

    go in as they were raiding and talk to

    them, ask if everything was working

    correctly, are you guys having any

    issues – really try to open the dialogue

    with them. I wish that had been done

    with me when I was a player. I feel like

    I could have helped make some of

    the games I played better if there had

    been an open dialogue with some of

    the players. We’re not just nameless,

    faceless developers who are ruthlessly

    trying to make a game so we can

    move on to the next one. We’re really

    trying to build something great here,

    and we know that happens with player

    and developer interaction.

    How did you move from making

    MMOs to a first-person shooter?

    That’s a great question. As I men-

    tioned, shooters were really my first

    love when it comes to video games.

    Doom, Duke Nukem, Quake, and

    Wolfenstein 3D were some of my big-

    gest inspirations. That was an exciting

    period of time, because we were start-

    ing to see games from the first-personstandpoint and start to appreciate 3D

    worlds, which was a whole new way of

    looking at video games.

    It’s something that I always wanted

    to work on. I had an immense passion

    for MMOs as well, but one thing that

    I was never fully in love with in any

    of the MMOs was the combat itself.

    I think the combat was really fun, but

    nothing quite spoke to me like play-

    ing Quake III Arena in terms of action

    combat, like how to really get your

    heart pumping, that visceral feeling.

    I’ve always been dying to work

    on a shooter, and then there was agreat era of shooters in the 2000’s

    that happened. Call of Duty 4 and

    Modern Warfare 2 I think were some

    of the greatest shooters of the present

    era that were ever made. They were

    absolutely fantastic games and really

    inspired me. Team Fortress 2 was

     just mega in my mind, because I had

    grown up in that Quake community

    where I played Team Fortress 1 as a

    Quake mod. I remember it with great

    nostalgia, and then I remember when

    Team Fortress classic came out as

    part of a Half-Life release and being

    blown away by how much they hadprogressed the genre. Team Fortress 2

    not only was a ju